How To Play Cardfight Vanguard.

Alright. First, Image your spirit on a Earth Like planet called Cray. On this planet there are 6 nations and lands you can exceed the imagination. The nations of Cray have all sorts of amazing monsters that roam the Land and Sea's. Your spirit on cray has two powers, the first allows you to 'call' units to your aid. The cards in your deck are your army that fight for you on this planet. The second power is the power to posses a unit. The Units are the monsters that live on the planet.

When you posses a unit you become the 'Vanguard'. In this game, Vanguard means 'the one that leads the way'. You can have up to 6 units on the field at a time. As the one vanguard, you never leave the field, and you have 5 rearguards. The rearguards are the units you call to the your left and right, and the three space's behind you. They aid you in your battle's.

The rules of a cardfight are almost simple.

You first need a deck of 50 cards, no more no less. Then you need someone to battle or cardfight.

There are 4 grades. Zero, One, Two, and (Almost always) the strongest of all, grade three. Then there is like, two grade fours. They are strong, but hard to use. For a balanced deck you need 17 grade zero's, 14 grade ones, 11 grade two's and 8 grade three's.

After that, you need to make sure you have a balanced deck with the right amount of grade. One rule is that you cant have more than 16 Triggers in a deck. A trigger is a special grade zero that has a mark in the corner. Their are 4 types of triggers. Stand, which allows you to stand one unit that is rested, if all units are stood, the card just gives 5K, and all triggers give 5K to a of your choice. Next is Draw, that card allows you to Draw one when reviled. The next trigger is Critical, This allows you to deal two points of damage when reviled, and if you get two, you deal three. Now the final trigger is the most important of all. That's the Heal trigger, when you have equal or more damage than your opponent you get to take one point of damage and heal it. Heal triggers have a ability that makes it so you cant have more than four.

Another rule is that you cant have more than 4 copy's of a card, with copy's, even if you have 3 wingals of one print, you cant have another 2 with a different print, if they have the same name, you can only have 4, but you can have as many critical as you want as long as you have four copy's of the card (So four Fox tamer, Izuna's, four Stealth Beast Moon Edge, and four Stealth Beast, Cat Devil would work)

At the start of the game you need to chose a grade zero from the deck. In a grade Zero starter, you want a ability that will aid you in what is to come. If your running a deck on retiring, like the kagero or Narkukami, you will want a starter that will retire a rear guard when you do a certain action.

You place that unit FACE DOWN! On the Vanguard circle. Will not tell you how many people just set it down face up. After you shuffle your decks you draw 5 cards, then you may redraw any card in you hand you don't want, and draw the number you redrew. Then you and you opponent both say "Stand Up Vanguard." at the same time. The game then starts. The person going first draws. He/She then places a grade one on top of the grade zero, that is called 'Ride'. Then you get to 'Call'. That ability allows you to place up to five cards on the other five rearguard circles. You can only place a unit of equal or lower grade on the rearguard spaces. The person going first can't Attack, so He/She states "End Turn." Then the opponent Draws, rides, then attacks.

When you attack, you turn the card sideways, and if you call a rearguard behind the vanguard, or in the back row, you can give the power of the unit in back to the unit in front. If the vanguard attacks, you do a drive check.

A drive check is were you flip the top card and revel it to all people. If it has a trigger mark, you can give the power and do what the trigger is. When a attack goes through, the opponent takes a damage, you revile damage the same way you revile a drive check. Then you place the card in the damage zone. But you may guard with the cards in your hand. Only grade 0-2 can be guardians, and you can only guard with a unit that is equal or lower to your vanguards grade. The number on the side of the card becomes the shield power. Add that to the unit's power that is being attacked and if the power is bigger than the attacking units power, the attack wont go through. But if it is equal or lower, the attack goes through.

When you get your opponent to 6 damage you win.

Now its time for extra skills. Grade one's and Zero's have a ability called boost. When a grade one or zero is placed in the back row you can give it's power to the unit in-front. Grade two's can Intercept, That means if the grade two is in the front row, it can be placed in the guardian circle. And grade threes can do twin drive, which means that they do the drive check twice. In set 5 units with a ability call Persona Blast are added. When you fulfill the requirements, you need to place a copy of your vanguard (Because Persona Blasts can only be done on the vanguard circle) in the drop zone.

In sets 6 on, a skill's called Limit Break and Ultimate Brake are introduced. It's the power to break all limits! When you have four or more damage, Limit Break is able to be activated. With Ultimate Break, you need 5 damage. Then in sets 10 to 15, Break Ride is made. Its Limit Break, but it only activates if you have four or more damage and you need to ride over the break ride unit. So Infinite Zero Dragon is the Vanguard (He has Break Ride) and you have four damage, if you ride Chaos Breaker Dragon, the break ride is activated.

Then (So far) 16 on has Legion. This skill is by far one of the best. When your opponent is a Grade 3, you can use this ability. You need to put 4 cards from the drop zone on top of the deck. Then you search for a specific unit. When you find that unit, place it beside the vanguard (On the vanguard circle, just move the vanguard to the side slightly) and your power ONLY ON YOUR TURN is 20K. Other abilities are activated when Legion is used, or after the attack. Now they have stride, for grade 4's, and it is almost worthless. The only thing its good for is for when your grade locked and you need the cards to use the G Phase thing. Its season 5 so I don't know yet.

And that is most of the info you will need to start playing. For more info on the game, check-out the show on YouTube. Once you have viewed that, you can make a deck from scratch, or you can buy one of the pre-made decks. There are about 13 trial decks. Once you have played enough, take a strong card you usually get and make it you avatar! Your avatar is the unit you believe will grant you victory the most. And also, keep playing even if you cant win! Luck and passion play a big role in this game. Trust me. I am currently the best player at my shop, and am still not the best. (I went to regional's and lost every game.)

Now, watch the show, or look up character's that appear in my fan-fiction to know what they look like.

Not much more to say. So good by, see you soon, and let the wind guide you!


This was a great update. If you want a indef. battle to explain it more, just review. Thank you all for the support and good by!
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